// Copyright 2019 The Dawn & Tint Authors
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
//    list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
//    this list of conditions and the following disclaimer in the documentation
//    and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its
//    contributors may be used to endorse or promote products derived from
//    this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

#include "dawn/native/d3d12/ResourceHeapAllocationD3D12.h"

#include <utility>

#include "dawn/native/d3d/D3DError.h"
#include "dawn/native/d3d12/HeapD3D12.h"

namespace dawn::native::d3d12 {
ResourceHeapAllocation::ResourceHeapAllocation(const AllocationInfo& info,
                                               uint64_t offset,
                                               ComPtr<ID3D12Resource> resource,
                                               Heap* heap)
    : ResourceMemoryAllocation(info, offset, heap), mResource(std::move(resource)) {
    DAWN_ASSERT((info.mMethod == AllocationMethod::kExternal) == (heap == nullptr));
}

void ResourceHeapAllocation::Invalidate() {
    ResourceMemoryAllocation::Invalidate();
    mResource.Reset();
}

ID3D12Resource* ResourceHeapAllocation::GetD3D12Resource() const {
    return mResource.Get();
}

D3D12_GPU_VIRTUAL_ADDRESS ResourceHeapAllocation::GetGPUPointer() const {
    return mResource->GetGPUVirtualAddress();
}
}  // namespace dawn::native::d3d12
